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Rhothaerill is offline Rhothaerill

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  Old Post 17-12-2003 23:25
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Future Planning From 400ad Onward Avatar Enlargement: We've got the solution

Per my post in the moves thread I'm starting this new thread to discuss where we want to go in the future with our cities. I'm starting off by copying my thread from several weeks ago about future planning. Some of it is still valid, but I'd like to change other parts of it too.

quote:
The New Voice's build queue also needs to be discussed soon as we will need to make a choice after the library. We can either build a happiness improvement (temple or colosseum) or a barracks to start improving our military. I'd rather build military than a happiness improvement since most of our cities won't grow past size 6 for a long time and New Voice won't grow past size 5 until railroads (size 7 being it's absolute cap). A 10% luxury rate in a republic can handle all the unhappiness problems for a while. Plus we also have GoW's luxury that they owe I believe 60 turns to us. Once we have our first harbor up we can make use of it if necessary. If we go with my plan we will have 8 turns of 4spt in New Voice and then if we join the worker immediately it will have 10spt and complete a barracks the next turn after.

For build queues in other cities, the ones that are currently building harbors should all start marketplaces, except for Irony and Renewal which should start libraries to expand their borders. Renewal will give the bonus grass under what is currently forest and also giving Resurrection a fourth coast tile as well to enable it to get to size 6. Phoenix should start a harbor next. And Hope will of course be the breadbasket to supply the final settler and the workers to join other cities. At some point the city will need a harbor too.

With current borders, and border expansions in Renewal, Irony and Phoenix, all of our northern cities will be able to grow to size 6 except New Voice which will always be stuck at size 5 until railroads. Our new city when it is settled will also be able to grow to size 6, though Panama Vox will be a pathetic city for a long time.

After all the cities are at size 6 and if work force is done the way I envision it, Hope, Resurrection, Seabiscuit, Phoenix and the new city will have 5spt (from working four coast tiles and two mined hill tiles with two waste or in Hope's case one mined hill and several mined grassland). Memory should have 6spt because of the extra whale shield, but I'm not positive if waste would take it. Renewal should have 8spt after waste (two mined hills, one mined bonus grass, and one mined grass), but it might have 7; again I'm not positive. Irony should have 4spt after waste (iron mountain and the rest coast). Panama Vox can also get up to 4spt (after waste) in theory, but it would require a harbor and library and not using a citizen as a scientist.

Rhothaerill is offline Rhothaerill

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  Old Post 17-12-2003 23:42
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The first thing I would like to change from my above post is build queue order. Originally I was thinking we'd be 40 turn researching for a while, hence marketplaces would be more important. But if we are going to start ramping up our research efforts then I would like to get a library in every city before a marketplace. The library will provide much the same immediate benefits in beaker boost vs. gold boost, but it can be built much quicker than the marketplaces and gives us more culture too.

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  Old Post 17-12-2003 23:54
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I too believe we should first have a Library in all of our cities then center on building marketplaces. Too bad we don't have at least one luxury item of our own...

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Next I will explain my preference regarding city growth. This is adapted from Harry's original plan of adding workers, but I just want to refine it with exact numbers.

Right now, if we try to grow each of the coastal cities by themselves then we have to use coast tiles, hence no production. If we move a tile to a hill then the city would have some production but grow slowly. Either our coastal cities grow slowly, or grow moderately with no production. Harry's original thought was to have Hope be the breadbasket and supply workers to join other cities. This is by far the best thing we can do.

To further expound on this, I want to rush the harbor in Hope just as Hope grows to size 4. Like I said in the moves thread this should allow for 2 and 3 turn workers as opposed to 4 or 5 turn workers and a lot of waste. I want to have each city grow to size 3 on it's own. Most of them are slowly getting there. With our work force on hills we can stop that growth at size 3 and then use workers to boost the city from there for a much quicker (in the long run) growth. Right now, growth of the cities only truly helps in gold. If we start pulling all our workforce to coast tiles to grow then we lose most of our production capacity for the next 30-40 turns.

Currently we have 11 workers, one of which (the one currently mining the bonus grass) will be sucked into New Voice soon to bump it to 10spt. The remaining worker in the north I'd like to have finish the mine and road the gold hill, and then road a mountain to have a contiguous road in all the north. The nine remaining southern workers will continue to chop the last few forests and road and mine the hills and iron mountain and connector road. I have no desire to bother roading any other mountains or desert right now. None of the mountains except possibly the gold mountain will ever be worked, and the desert will not need to be bothered with until we have the chance to irrigate which is far in the future. Once these workers are finished I want to join them all to cities rather than have them stick around doing meaningless roads on mountains.

Those workers, combined with roughly 14 more out of Hope (that's the reason I want quicker workers) should be enough to bring all the cities up to size 6 while still maintaining their maximum shield output.

This plan will take a while, probably at least the next 40 turns to fully implement, but in the long run it will be quicker and more productive to do it this way rather than just letting them grow slowly. If we run all the cities up to size 6 and then switch to the production tiles then we will be far behind in producing libraries and marketplaces, but if we do it this way then those improvements will be built or close to being built by the time our cities reach size 6.

Thoughts?

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quote:
Originally posted by Wittlich
I too believe we should first have a Library in all of our cities then center on building marketplaces. Too bad we don't have at least one luxury item of our own...


Glory of War owes us 60 turns (I believe) of a luxury. I'd like to hold off requesting that luxury until most of our cities are larger and can make use of it. When most of our cities are size 5 (see my plan above) then we can request the luxury from GoW.

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  Old Post 18-12-2003 00:15
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If I have time tonight or tomorrow I will try to put together a rough 40 turn plan for each of our cities. Though this also means that I won't have time to write much of the Voxtavia Guide yet.

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  Old Post 18-12-2003 08:44
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I'm working on the 40 turn plan for each city at the moment. Figured I'd type up what I had so far. These aren't entirely complete so I will edit them as necessary. The final stats are base stats before bonuses from libraries, marketplaces, etc. I also have not yet added in the turns when workers will be added as that will take a little while longer. Oh, and this is important...turn 1 is considered to be 400ad.

The New Voice
- In 5 turns: Growth to size 4, Join Worker#12 to bring to size 5 (maximum size before railroads), barracks built. The New Voice now has 10spt and can build a horseman every 3 turns.
- In 6 turns: Build queue changed to University.
- In 15 turns: University finished. Start either a horseman or a bank.


Final stats at size 5: tbd

Last edited by Rhothaerill on 13-01-2004 at 03:49

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  Old Post 18-12-2003 08:46
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Irony

- In 6 turns: Library complete after rushing. Start marketplace.
- In 9 turns: Growth to size 4. WF to all coast tiles for 2fpt growth.
- In 13 turns: Mine on iron complete. 4spt.
- In 19 turns: Growth to size 5. WF to iron mountain and the rest coast tiles.
- In 20 turns: Worker #6 joins Irony bringing it to size 6.
- In 41 turns: Marketplace complete.

Final stats at size 6: tbd

Last edited by Rhothaerill on 05-01-2004 at 10:29

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  Old Post 18-12-2003 08:50
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Renewal

- In 8 turns: Library complete. Start marketplace.
- In 12 turns: Culture growth. Switch hill WF to mined bonus grassland.
- In 13 turns: Growth to size 3. WF to mined grass, mined bonus grass, and gold mountain for no growth and 6spt.
- In 15 turns: Worker A joins city to make size 4. WF to mined grass, mined bonus grass, and 2 mined hills.
- In 17 turns: Worker B joins city to make size 5. WF to mined grass, two coast tiles and 2 mined hills.
- In 18 turns: WF to mined grass, mined bonus grass, 1 coast tile and 2 mined hills. This sequence of WF management was to get a worker out in Hope with no waste.
- In 23 turns: Worker D joins Renewal to make size 6. Extra WF on coast.
- In 24 turns: Finish marketplace. Future build to be determined later (military or possibly an aqueduct)

Final stats at size 6: tbd

Last edited by Rhothaerill on 21-12-2003 at 15:05

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  Old Post 18-12-2003 08:53
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Resurrection

- In 1 turn: Growth to size 2. WF on 2 hill tiles.
- In 2 turns: Finish harbor. Start work on library. WF to remain on 2 hill tiles for no growth and 6spt
- In 9 turns: Finish library. Start marketplace. WF to 2 coast tiles for 2fpt growth
- In 19 turns: Growth to size 3. WF to 2 hill tiles and 1 coast tile for no growth and 6spt.
- In 20 turns: Join workers #1, 2 and 8 to city bringing it to size 6. WF on 2 hill tiles and 4 coast tiles for no growth and 6spt.
- In 34 turns: Finish marketplace. Future build to be determined later (military or possibly an aqueduct)

Final stats at size 6: tbd

Last edited by Rhothaerill on 23-12-2003 at 23:58

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Memory

- In 9 turns: Finish harbor. Start marketplace. WF to whale and coast.
- In 10 turns: Growth to size 3. WF to whale, 1 coast, and mined gold hill for 2fpt growth and 4spt.
- In 20 turns: Growth to size 4. Worker #7 joins city bringing to size 5. WF to whale, 2 coast, gold hill, and mined hill for 6spt.
- In 28 turns: Worker E joins city bringing to size 6. Extra WF on coast.
- In 30 turns: Finish marketplace. Future build to be determined later (military or possibly an aqueduct).

Final stats at size 6: tbd

Last edited by Rhothaerill on 05-01-2004 at 10:48

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Hope

- Turn 1: Finish settler. Start harbor. Down to size 2. WF to fish and mined grassland.
- Turn 2: Switch build to library. WF to fish and mined hill.
- Turn 4: Growth to size 3. WF to fish and two mined grassland.
- Turn 6: WF to fish, 1 mined grassland, and mined hill.
- Turn 8: Growth to size 4. Start a worker. WF on fish, 2 mined grassland and mined hill.
- Turn 12: Completion of library. Start worker.
- Turn 13: Growth to size 5. WF on fish, 3 mined grassland and mined hill.
- Turn 14: Worker A complete. Start Worker B. Down to size 4. WF on fish, 2 mined grassland, and mined hill. Worker A joins Renewal on turn 15.
- Turn 16: Worker B complete. Start Worker C. Down to size 3. WF on fish, mined grassland, and mined hill. Worker B joins Renewal on turn 17.
- Turn 17: WF to fish, mined bonus grassland, and mined hill.
- Turn 18: Growth to size 4. Worker C complete. Start Worker D. Down to size 3. WF to fish and 2 mined grassland tiles. Worker C joins Seabiscuit on Turn 20.
- Turn 21: WF to fish, mined grass, and mined hill.
- Turn 22: Growth to size 4. Worker D complete (with a little waste). Start Worker E. Down to size 3. WF to fish and 2 mined grassland tiles. Worker D joins Renewal on Turn 23.
- Turn 25: WF to fish, mined grass, and mined hill.
- Turn 26: Growth to size 4. Worker E complete (with a little waste). Start Worker F. Down to size 3. WF to fish and 2 mined grassland tiles. Worker E joins Memory on Turn 28.
- Turn 29: WF to fish, mined grass, and mined hill.
- Turn 30: Growth to size 4. Worker F complete (with a little waste). Start Worker G. Down to size 3. WF to fish and 2 mined grassland tiles. Worker F joins Memory on Turn 32.
- Every 4 turns after this a worker is complete with a little waste and can be sent to Panama Vox and the new city until they are size 6 as well. Once all cities are size 6 then Hope can grow to size 6 whereupon a reshuffling of WF will take place that will give Hope 10spt.

Final stats at size 6: tbd

Last edited by Rhothaerill on 21-12-2003 at 15:08

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Seabiscuit

The following is based on my prediction that Seabiscuit will receive 2 of the remaining 5 forest chops. It received 3.

- Turn 1: Finishes harbor. Starts library. WF to two hill tiles for 6spt and no growth. Forest chop for +10 shields
- Turn 2: Forest chop for +10 shields.
- Turn 3: Forest chop for +10 shields. WF to two coast tiles for 2fpt growth.
- Turn 4: Finishes library with one shield waste. Starts marketplace.
- Turn 13: Growth to size 3. WF to two hill tiles and one coast for 6spt and no growth.
- Turn 16: Join Workers #4 and 5 to city to bring to size 5. WF to two hill tiles and three coast for no growth and 6spt.
- Turn 20: Worker C joins city to bring to size 6. WF to two hill tiles and 4 coast.
- Turn 29: Finish marketplace. Future build to be determined later (military or possibly an aqueduct)

Final stats at size 6: tbd

Last edited by Rhothaerill on 29-12-2003 at 12:08

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Phoenix

The following is based on my prediction that Phoenix will receive 3 of the remaining 5 forest chops. It recieved 2.

- Turn 1: WF to two roaded forests for no growth and 4spt.
- Turn 5: Forest chop for +10 shields. (all plains tiles between Phoenix and Seabiscuit are now chopped with one remaining to the west). WF to two hill tiles for 2spt.
- Turn 6: WF change to two mined hills. Output at 5spt.
- Turn 9: Rush harbor (costs 52 gold)
- Turn 10: Finish harbor. Start marketplace. WF to two coast tiles to grow to size 3.
- Turn 15: Last forest chop for +10 shields.
- Turn 20: Grow to size 3. Workers #9-11 join city bringing it to size 6. WF to two mined hills and 4 coast for no growth and 6spt.
- Turn 34: Finish marketplace. Future build to be determined later (military or possibly an aqueduct)

Final stats at size 6: tbd

Last edited by Rhothaerill on 10-01-2004 at 13:39

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Panama Vox

- In 6 turns: Build queue changed to library.
- In 11 turns: When we ramp up to full speed research the WF can move to a hill for 3spt and slow growth.
- In 13 turns: Join Worker #3 to city bringing up to size 2. Work mined hill and coast for no growth and 3spt.
- In 15 turns: Library finished. Start on harbor again.
- In 19 turns: Culture radius grows. WF to two mined hills for no growth and 5spt.
- In 33 turns. Finish harbor. Start marketplace.

Final stats at size 6: tbd

Last edited by Rhothaerill on 10-01-2004 at 13:31

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Eternity

- Turn 5: City founded. Start harbor. WF to hill for slow growth and 3spt.
- Turn 6: WF changed to unmined hill.
- Turn 8: Mine completed on hill for 3spt.
- Turn 25: Growth to size 2. WF to 2 mined hills for 5spt and no growth.
- Turn 30: Finish harbor. Start library.
- Turn 38: Finish library. Start marketplace.

Final stats at size 6: tbd

Last edited by Rhothaerill on 10-01-2004 at 13:34

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Rhoth - excellent thread. Just getting on-line now. Late work night, I will have some time tomorrow to read more slowly and comment.

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One last one. I want to get the workers coordinated for their last several jobs so I know when I can join them into cities.

I completely forgot this turn, but next turn I'm going to name the workers with numbers 1-12 for ease of keeping with this schedule.

Worker Turns

- Turn 1: Workers #1-5 move 6-8 and chop forest 4 (W) of Seabiscuit. Worker #6 moves 8 (N) and begins mine on hill tile.
- Turn 2: Workers #1-5 move 2 and chop forest 1-1 (SW) of Seabiscuit. Worker #7 moves 8-4 to mountain tile. Workers #8-10 move 1-4-2. Worker #12 moves 2-2-2.
- Turn 3: Workers #1-5 move 7 and chop forest 9-9 of Phoenix. Worker #7 moves 4 to the iron tile. Workers #8-10 move 1-4 to unimproved hill tile north of Phoenix. Worker #12 moves 3 into New Voice and skips rest of turn.
- Turn 4: Workers #1-5 move 2 to unroaded forest tile. Worker #6 begins mining iron tile. Workers #8-10 road hill tile.
- Turn 5: Workers #1-5 chop forest. Workers #8-10 mine hill tile they just roaded. Worker #11 roads gold mountain tile he recently mined. Worker #12 should join New Voice after it grows to size 4 and bringing it size 5. End of Worker #12
- Turn 6: Workers #1 and #2 road plains tile they are on. Workers #3-5 move 4-2 to hill south of Phoenix and mine.
- Turn 7: Workers #1 and #2 move 4-2-1 to join with worker #6. Worker #6 ends turn (to get into sync with #1 and 2). Workers #8-10 move 2-2-1.
- Turn 8: Workers #1, 2 and 6 move 2-2-2 to hill tile S of Panama Vox. Workers #3-5 move 1-2-2. Workers #8-10 move 4-8 to hill tile north of city.
- Turn 9: Workers #1, 2 and 6 road tile (before other worker moves). Workers #3-5 move 2-1 to hill tile currently outside Panama Vox's border. Workers #8-10 road hill tile.
- Turn 10: Workers #1,2 and 6 mine hill tile they just roaded. Workers #3-5 road hill tile. Workers #8-10 mine hill tile they just roaded. Worker #11 moves 3-3 to mountain tile south of Renewal.
- Turn 11: Workers #3-5 mine hill tile they just roaded. Worker #11 roads mountain tile south of Renewal to connect roads in the north.
- Turn 12: Workers #1, 2 and 6 move 8-8-8. Workers #8-10 move 8 to remaining plains tile.
- Turn 13: Workers #1 and 2 move 4-8-8 to plains tile. Worker #3 moves 9-8 and joins Panama Vox bringing it up to size 2 End of Worker #3. Workers #4 and 5 move 9-8-8. Worker #6 moves 9-8-8. Worker #7 roads iron tile. Workers #8 and #9 road plains tile. Worker #10 skips turn (to remain in sync with others).
- Turn 14: Workers #1, 2 and 8-10 plant forest. Workers #4 and 5 move 8-9-8. Worker #6 moves 8 to mountain tile.
- Turn 15: Workers #1, 2 and 8-10 chop forest. Workers #4 and 5 move 9-9-9. Worker #6 roads mountain tile.
- Turn 16: Workers #1, 2, and 8-11 move 2-2-6 Workers #4 and 5 move 6 and join Seabiscuit bringing it up to size 5. End of Workers #4 and 5.
- Turn 17: Workers #1, 2 and 8 move 9-8-9 Workers #9-11 move 9-8 and skip turn.
- Turn 18: Workers #1, 2 and 8 move 9-9-6. Worker #7 moves 6-6-9. Workers #9-11 skip turn.
- Turn 19: Workers #1, 2 and 8 move 9-8-8. Worker #7 moves 6-6 into Memory and skips turn. Workers #9-11 skip turn.
- Turn 20: Workers #1, 2 and 8 move 7 and join Resurrection bringing it up to size 6. End of Workers #1, 2 and 8.Worker #6 moves 4-7 and joins Irony bringing it to size 6. End of Worker #6. Worker #7 joins Memory bringing it to size 5. End of Worker #7. Workers #9-11 join Phoenix bringing it up to size 6. End of Workers #9-11


I still have to figure out which cities I want the workers to join, but in 20 turns we will have finished all necessary improvements to our cities and can join the workers. Any other improvements (such as trying to mine the plains) are a waste of time and gold per turn in maintenance as they will not be worked. Most of the cities will only be able to work two 1-food tiles and mined hills are much better for that than mined plains.

Last edited by Rhothaerill on 05-01-2004 at 10:52

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As you can see I have added a lot more to the posts above. I still have a bit more to work out regarding exact moves to get the remaining workers to cities, but I plan to have workers 1,2 and 8 join Resurrection; workers 9,10 and 11 join Phoenix; and worker #6 join Irony. On or about turn 20 we will have a few cities up to size 6 and will need to request that luxury from GoW. I have more to work out with Hope, but the first six workers will finish out all cities but Panama Vox and the new city who will both need harbors before more city growth anyway.

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Okay so I couldn't sleep and since I was up I worked on this a bit more to figure out Hope's worker builds and timing to get cities up to size 6. I changed Hope to building a library instead of a harbor. By turn 20 now, several of the cities will be size 6. By turn 32 all cities except Hope itself, Panama Vox, and the new city will be at their maximum size.

I definitely recommend that we contact GoW about receiving the luxury they owe us on Turn 19 or Turn 20.

Pretty soon I will consolidate all this into a valid 40 turn plan that includes movements, worker actions, work force changes etc. so that it can be copied into the Turn Orders each turn. I'm sure this will require some editing as necessary, but this should work pretty well in getting our cities productive (i.e. max growth with marketplaces, libraries, and harbors in place) between Turns 30 and 40.

By Turn 41 we will also have at the very least 8 knights to add to our military. Possibly more depending on build queues after marketplaces, and whether we want to slow future research enough to get more gold for upgrades rather than building knights straight out.

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Rhoth - this is amazing. And very un-Vox like. (Witt knows what I mean.) But I love it.

I will contact GoW to give them advance notice about the Luxury.

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Worker moves for the next 13 turns. More to come in a bit.

410ad Turn Orders (Turn 2 on my future orders)

- Resurrection builds harbor. Next build to be library.

- Workers should be named. The chop team are #s 1-5. The one on the mountain SW of Phoenix is #6 (can't be named until task is done). The one on the forest NE of Phoenix is #7. The three stack are #'s 8-10. The one on the gold hill is #11 (can't be named until task is done). And the one on the bonus grass is #12.

- Phoenix WF to roaded forest 9-9 of Phoenix and unroaded forest 6 of Phoenix. This needs to be done before the worker orders as I want to make sure the forest chop goes to Seabiscuit.

- Workers #1-5 move 2 (south) and chop forest. Shields should allocate to Seabiscuit. If not though it's not a big deal.

- Worker #7 moves 8-4 to mountain tile. Next turn he will move to the iron tile. I do not want to hook up iron yet so no road on this mountain.

- Worker #12 should move 2-2-2. This worker has now been tasked to be the one joined to New Voice in 3 turns.

- Workers #8-10 should move 1-4-2 to the tile west of Seabiscuit.

- Settler should move 2-3-3 to mined/roaded hill.

- WF in Irony back to 3 coast tiles.

- WF in the New Voice back to 3 mined grassland tiles (should show growth of city in 3 turns and completion of barracks in 3 turns).

- WF in Hope to fish tile and mined hill tile.

- WF in Resurrection to remain on 2 mined hills.

- Hope build changed to library.


Turn 420ad Orders (Turn 3 on my future orders)

- Settler moves 2-1-1 to Phoenix.

- Workers #1-5 move 7 and chop forest 9-9 of Phoenix.

- Worker #7 moves 4 to the iron tile.

- Workers #8-10 move 1-4 to unimproved hill tile north of Phoenix.

- Worker #12 moves 3 into New Voice and skips rest of turn.


Turn 430ad Orders (Turn 4 on my future orders)

- Seabiscuit finishes library. Start marketplace. WF to remain on two coast tiles.

- Hope grows to size 3. WF to fish and two mined grassland.

- Settler moves 2-1-4 to new city site on desert.

- Workers #1-5 move 2 to unroaded forest tile.

- Worker #6 begins mining iron tile.

- Workers #8-10 road hill tile.

- Phoenix WF to unroaded forest and roaded mountain.

- V.C.S. Exploration ?

- New caravel renamed V.C.S. ? and ?


Turn 440ad Orders (Turn 5 on my future orders)

- The New Voice grows to size 4, Barracks finished. Next build to be horseman. Join Worker#12 to bring to size 5. WF should be three mined grassland tiles and 2 mined hill tiles to the south.

- WF in Seabiscuit to two hill tiles (north and south) for 2spt.

- New city founded and named [xxx]. Start harbor. WF to roaded hill (that is being mined) to the east.

- Rush library in Irony.

- Immortal moves 3 to new city.

- Workers #1-5 chop forest. Shields should allocate to Phoenix.

- Workers #8-10 mine hill tile they just finished roading.

- Rename worker on gold hill to Worker #11. Worker #11 roads gold mountain tile he recently mined.

Last edited by Rhothaerill on 05-01-2004 at 10:35

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:32
  Old Post 24-12-2003 01:48
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Turn 450ad Orders (Turn 6 on my future orders)

- Seabiscuit finishes library. Starts marketplace. WF to two coast tiles for 2fpt growth.

- Irony finishes library. Start marketplace.

- WF in Hope to fish, 1 mined grassland, and mined hill.

- Immortal in New City fortifies.

- Workers #1 and #2 road plains tile they are on.

- Workers #3-5 move 4-2 to hill south of Phoenix and mine.


Turn 460ad Orders (Turn 7 on my future orders)

- Workers #1 and #2 move 4-2-1 to join with worker #6.

- Rename worker on hill to Worker #6. Worker #6 ends turn (to get into sync with #1 and 2). It wastes a worker turn, but does not hurt anything in the long run and it would probably mess us up otherwise.

- Workers #8-10 move 2-2-1.


Turn 470ad Orders (Turn 8 on my future orders)

- Renewal completes library. Start marketplace.

- Hope grows to size 4. WF on fish, 2 mined grassland and mined hill.

- Workers #1, 2 and 6 move 2-2-2 to hill tile S of Panama Vox.

- Workers #3-5 move 1-2-2.

- Workers #8-10 move 4-8 to hill tile north of New City.


Turn 480ad Orders (Turn 9 on my future orders)

- Irony grows to size 4. WF to 4 coast tiles.

- Resurrection finishes library. Start marketplace. WF to 2 coast tiles for 2fpt growth.

- Memory finishes harbor. Start marketplace. WF to whale and coast.

- Rush harbor in Phoenix to maintain the ability to grow to size 6 on turn 20 instead of turn 22.

- Workers #1, 2 and 6 road tile (before other worker moves).

- Workers #3-5 move 2-1 to hill tile currently outside Panama Vox's border.

- Workers #8-10 road hill tile.

- Worker #11 moves 3-3 to mountain tile south of Renewal.


Turn 490ad Orders (Turn 10 on my future orders)

- Memory grows to size 3. WF to whale, 1 coast, and mined gold hill for 2fpt growth and 4spt.

- Phoenix finishes harbor. Start marketplace. WF to two coast tiles for 2fpt growth.

- Workers #1,2 and 6 mine hill tile they just roaded.

- Workers #3-5 road hill tile.

- Workers #8-10 mine hill tile they just roaded.

Last edited by Rhothaerill on 16-01-2004 at 11:58

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:32
  Old Post 24-12-2003 01:49
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Turn 500ad Orders (Turn 11 on my future orders)

- Finish Printing Press. Start research on Democracy. Science slider to ramp up to highest possible research without running a deficit.

- Send Printing Press to Lego-accepted.

- Send Printing Press to Gathering Storm-accepted.

- Send Printing Press to Roleplay-accepted.

- Panama Vox WF to mined hill.

- Workers #3-5 mine hill tile they just roaded.



Turn 510ad Orders (Turn 12 on my future orders)

- Hope completes library. Start worker.

- WF in Renewal to bonus grass and mined hill.

- Workers #1, 2 and 6 move 8-8-8.

- Workers #8-10 move 8 to remaining plains tile.


Turn 520ad Orders (Turn 13 on my future orders)

- Renewal grows to size 3. WF to mined grass, mined bonus grass, and gold mountain for no growth and 6spt.

- Hope grows to size 5. WF on fish, 3 mined grassland and mined hill.

- Seabiscuit grows to size 3. WF to two hill tiles and one coast tile.

- Workers #1 and 2 move 4-8-8 to plains tile.

- Worker #3 moves 9-8 and joins Panama Vox bringing it up to size 2. WF to mined hill and coast.

- Workers #4 and 5 move 9-8-8.

- Worker #6 moves 9-8-8.

- Worker #7 roads iron tile.

- Workers #8 and #9 road plains tile.

- Worker #10 skips turn (to remain in sync with others).


Turn 530ad Orders (Turn 14 on my future orders)

- Hope completes Worker A. Start Worker B. Down to size 4. WF on fish, 2 mined grassland, and mined hill.

- Worker A moves 6-6-9 to Renewal.

- Workers #1, 2 and 8-10 plant forest.

- Workers #4 and 5 move 8-9-8.

- Wokrer #6 moves 8 to mountain tile


Turn 540ad Orders (Turn 15 on my future orders)

- New Voice completes University. Start either a bank or a horseman

- Worker A joins Renewal to make size 4. WF to mined grass, mined bonus grass, and 2 mined hills (we'll lose 2 gpt from taking it off the mountain, but we'd otherwise have to use a coast tile...this gets the marketplace finished several turns sooner).

- Workers #1, 2 and 8-10 chop forest. Chop should allocate to Phoenix.

- Workers #4 and 5 move 9-9-9.

- Worker #6 roads mountain tile

Last edited by Rhothaerill on 03-02-2004 at 08:10

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:32
  Old Post 24-12-2003 03:08
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#25 Report this post to a moderator
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Turn 550ad Orders (Turn 16 on my future orders)

- Hope completes Worker B. Start Worker C. Down to size 3. WF on fish, mined grassland, and mined hill.

- Worker B moves 6-6-9 to Renewal.

- Workers #1, 2, and 8-11 move 2-2-6

- Workers #4 and 5 move 6 and join Seabiscuit bringing it up to size. WF to two hill tiles and three coast for no growth and 6spt.


Turn 560ad Orders (Turn 17 on my future orders)

- Worker B joins Renewal to make size 6. WF to mined grass, three coast tiles and 2 mined hills. (Hope gets the bonus grass this turn)

- WF in Hope to fish, mined bonus grassland, and mined hill.

- Workers #1, 2 and 8 move 9-8-9

- Workers #9 and 10 move 9-8 and skip turn.


Turn 570ad Orders (Turn 18 on my future orders)

- Hope grows to size 4. Worker C complete. Start Worker D. Down to size 3. WF to fish and 2 mined grassland tiles.

- Worker C moves 3-3-2.

- WF in Renewal to mined grass, mined bonus grass, 2 coast tiles and 2 mined hills.

- Workers #1, 2 and 8 move 9-9-6.

- Worker #7 moves 6-6-9.

- Workers #9 and 10 skip turn.


Turn 580ad Orders (Turn 19 on my future orders)

- Resurrection grows to size 3. WF to 2 hill tiles and 1 coast tile for no growth and 6spt.

- Panama Vox culture radius grows. WF to two mined hills for no growth and 5spt.

- Worker C moves 2-3-3

- Workers #1, 2 and 8 move 9-8-8.

- Worker #7 moves 6-6 and skips turn.

- Workers #9 and 10 skip turn.


Turn 590ad Orders (Turn 20 on my future orders)

- Worker C moves 3-6 and joins Seabiscuit to bring to size 6. WF to two hill tiles and 4 coast.

- Phoenix grows to size 3.

- Workers #1, 2 and 8 move 7 and join Resurrection bringing it up to size 6.

- Worker #6 moves 4-7 and joins Irony bringing it to size 6.

- Worker #7 joins Memory bringing it to size 5.

- Workers #9 and 10 join Phoenix bringing it up to size 5.

Last edited by Rhothaerill on 05-02-2004 at 08:49

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:32
  Old Post 29-12-2003 12:25
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The turn orders and city-by-city breakdown have been updated per the forest chop going to Seabiscuit on Turn 3 (420ad). Basically that will speed up the growth, library, and marketplace in Seabiscuit by a few turns. However Phoenix's harbor, growth, and marketplace would be held back so to compensate for that I am rushing the harbor on turn 9 (480ad).

Also please keep in mind that these turn orders do not contain much information for troop movement yet. The new exploring caravels we will have to add the moves as we go.

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:32
  Old Post 05-01-2004 10:56
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Okay my turn orders and city by city queues have been updated with the change to Irony. Because of that I was able to send worker #7 to Memory instead which will bring that city up quicker. Also I realized my calculation for the marketplace in Memory was off and that has now been fixed.

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:32
  Old Post 03-02-2004 08:17
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I need to make some changes to this soon but for the most part it is correct. This is also something of a bump since I don't want this to drop to the second page.

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:32
  Old Post 08-02-2004 12:45
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I'm going to completely scrap this plan now. There have been enough changes made this past turn that I need to rethink a lot of worker moves, etc. I don't have a clear head tonight (it's full of sick germs) so I'll work on a new series of orders tomorrow. It will probably only be 10 turns at a time though so I don't waste too much effort.

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:32
  Old Post 12-02-2004 06:55
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can we have another screenshot?

Jon Miler

 
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